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Complaint about (loyalist) vortigaunts

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HOKI

Radio Bob Approved
Banned
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Oct 13, 2020
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513
On Willard, if you're a part of the vortigaunt faction and play as a biotic, you have the option of going on a path toward loyalty to the Combine.

Ascending this path may result in the removal your collar and shackles, with the downside of your connection to the vortessence being severed, but you keep rudimentary powers, such as healing and weak vort-beams.

Here's where the complaint begins.

Why would the Combine even allow this?
It's a big security risk to rely on just the trust of such a powerful species. Having uncollared vortigaunts stroll about with access to their powers is not something the Combine would be fond of, especially considering how powerful the aforementioned vortigaunts are/can be. They could seriously injure and even kill CP units and soldiers. They could be seen as ticking time bombs. It would be comparable to letting low-tier civvies carry around weapons.

It's arguably bad for the atmosphere.
In Half Life 2 and in Half Life Alyx, vortigaunts are villainized. In HL2, they're used as slaves and janitors. In HLA, there are propaganda posters against vortigaunts and they're used as batteries. They're effectively treated as non-citizens - not even second class, but below it.

Obviously, Willard's atmosphere is not the same as the two aforementioned games. It's catered to allow more fun roleplay opportunities.
It's understandable to allow vortigaunt players ability to participate in roleplay.

Regardless, it's jarring to see vortigaunts be able to roam around uncollared with their powers, own stores, participate in loyalist affairs.
In my opinion, it's far too extreme of a distinction from the two games, especially/mainly the uncollared part. The rest can be dealt with ICly, provided the next complaint is somehow amended.

Vort leads being able to dictate sector/global law in regards to vortigaunts
This effectively immunizes the vortigaunts from anything the city administration may attempt. For example, if the Security Council or the CA wanted to do something like a vort-specific law that disadvantages the vortigaunts from an IC perspective, they'd be unable to do so because they're protected by law that's ICly dictated by the Sector/Global Administration.

This is bad because it cucks an entire faction from their function by the threat of larger powers. It doesn't help that recently the same thing happened but in regards to the CWU. The Administration faction is basically being doubly overlooked when it comes to its main function, controlling/administrating the city and its laws.

How can this be dealt with?
I understand that the vort faction needs some immunity/protection in order to be fun. It's not fun being a biotic that just sweeps the streets all the time while you wait for another liberated vort slot to open up. Thus, an arrangement could be done.

Sector/Global Administration-imposed immunity could be removed, with a few out-of-character ground rules implemented in order to prevent changes that might make the biotic players' time on the server a nightmare, such as completely segregating them from city RP. This would uncuck the CCA while also protecting biotic players from being fucked over.

Hopefully something can be arranged to deal with this matter. Thank you for reading.
(some information may be wrong btw, sorry for that)


TL;DR: vorts being uncollared with powers is bad because of IC security reasons and server atmosphere. Simple fix is removing sector/global administration-imposed immunity with a few OOC rules for it to be good for both sides.
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I agree with the uncollaring, however as a CWU vort myself, being unshackled (not uncollared) is actually a massive + for worker efficiency, which is why the CWU would utilise vorts in the first place, they're naturally stronger, even though we don't get the strength and agility buffs, we are biologically stronger than humans, and faster (short distance) so it makes sense to use these abilities in a "subjugated" vort

However I do agree with uncollared vorts, they shouldn't be a thing ngl.

You did also touch on the reason why vorts are allowed rights basically, it's because otherwise biotic RP would be fucking shit. Liberated vort slots do not come around often, and when they do, almost every biotic is competing for what could be a single slot, so it's done from an OOC perspective, as a lot of people would take issue to just being sat a nerfed citizen for months while they wait for a liberated vort to die and take their place.

Saying this, I do think we should get fucked over a little more than we do now, I mean we're basically equal to citizens at this point, tbf I can recall a number of times my vort has actually got better treatment than some citizens, and this really shouldn't be a thing, regardless of how entertaining my vort is.

Still, there's a fine line between accurate portrayal and straight up boring gameplay.
 
I agree with the uncollaring, however as a CWU vort myself, being unshackled (not uncollared) is actually a massive + for worker efficiency, which is why the CWU would utilise vorts in the first place, they're naturally stronger, even though we don't get the strength and agility buffs, we are biologically stronger than humans, and faster (short distance) so it makes sense to use these abilities in a "subjugated" vort

However I do agree with uncollared vorts, they shouldn't be a thing ngl.
I agree with what you've said. My main issue is mainly biotics being able to use their powers. I feel like it's a massive IC security risk that the Combine wouldn't allow for obvious reasons. Its silliness is up there with combine loyalist civil wars, imo.

You did also touch on the reason why vorts are allowed rights basically, it's because otherwise biotic RP would be fucking shit. Liberated vort slots do not come around often, and when they do, almost every biotic is competing for what could be a single slot, so it's done from an OOC perspective, as a lot of people would take issue to just being sat a nerfed citizen for months while they wait for a liberated vort to die and take their place.
There's something to be said about the whole liberated vorts slot thing, but I'm sure it's its own can of worms.
Regardless, I'm not a proponent of removing all rights from biotics, because it would ruin the players' experience. I can place myself in your/their shoes. It would be a bore. However--

Saying this, I do think we should get fucked over a little more than we do now, I mean we're basically equal to citizens at this point, tbf I can recall a number of times my vort has actually got better treatment than some citizens, and this really shouldn't be a thing, regardless of how entertaining my vort is.

Still, there's a fine line between accurate portrayal and straight up boring gameplay.
--I definitely agree with this. It shouldn't be a thing. In my opinion it's just downright silly, just like the loyalist civil wars we almost had and that i had mentioned above

And yea, it's a really thin, fine line. It needs to be done carefully so both the biotic players and the atmosphere of the server benefits.
 
Hey! So as a co-lead I feel like I have some room to speak here. I personally like the Collaborators, I think it’s a really interesting thing to allow your character to ascend to.

What I don’t enjoy, though, is the seeming monopoly we have with how the Combine interact with the Vortigaunts.

A pretty common complaint I’ve shared and heard expressed is that Vortigaunts are supposed to be oppressed, but don’t feel that way. I think that more communication between the Combine and Vortigaunt factions to figure out something reasonable that won’t end in Vortigaunts having the most freedom while also not giving the Combine every permission to trample every right of the Vortigaunts.

I’d love to talk with Hoki and the rest of the OTA and CP leads to try and work out a better way for the Combine’s Vortigaunt relationship to be.

TL;DR: I like the Collaborators. I don’t like the Vort Lead’s monopoly on how the Combine interact with Vorts. Let’s arrange a time to talk between CP, MCP, OTA, etc., to work stuff out.
 
Hey! So as a co-lead I feel like I have some room to speak here. I personally like the Collaborators, I think it’s a really interesting thing to allow your character to ascend to.

What I don’t enjoy, though, is the seeming monopoly we have with how the Combine interact with the Vortigaunts.

A pretty common complaint I’ve shared and heard expressed is that Vortigaunts are supposed to be oppressed, but don’t feel that way. I think that more communication between the Combine and Vortigaunt factions to figure out something reasonable that won’t end in Vortigaunts having the most freedom while also not giving the Combine every permission to trample every right of the Vortigaunts.

I’d love to talk with Hoki and the rest of the OTA and CP leads to try and work out a better way for the Combine’s Vortigaunt relationship to be.

TL;DR: I like the Collaborators. I don’t like the Vort Lead’s monopoly on how the Combine interact with Vorts. Let’s arrange a time to talk between CP, MCP, OTA, etc., to work stuff out.
Will talk to the rest of the MCP/CP leads and potentially OTA leads to set a time to talk
 
@HOKI

The Workforce Mandate remains locked to Global Administration, but that's because its exclusively a workforce mandate and specifies primary faction functionality. This will not change but I have stated in the past (the document has been around since like 2020) the CP Leads are permitted to give any input they wish regarding that document as the document does also nominally display their own policy regarding Vortigaunts. They have just never spoken up about the Workforce Mandate.

The Cohesion System on the other hand is a policy that's dictated on the City Level. The CA can literally just veto the entire Biotic Loyalist System out of existence if he wants. I would not like that OOCly, but ICly its very much possible for the CA to do whatever the fuck he wants with the Cohesion System and I won't attempt to stop it.
 
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Agreed

Vorts are a hivemind, there's no such thing as a "Loyal" Vortigaunt. The combine giving them any necessary freedoms beyond being able to walk around amongst the populace, is ridiculous. The Vortiguants hatred towards the combine should be definite, vice versa.`

The point of playing a vortigaunt is to hide in the shadows, befriend the rebellion, utilize them to free themselves from their chains, unlock and restore their full potential or die trying.

Choosing the vortigaunt, the player is choosing the hardest difficulty the mode has to offer. Yes, you will have the "Least fun start." Yes you will have a harder life than any other species in this universe, that is the challenge that makes vortigaunt roleplay so special.

This is of course my opinion, I've played Half Life Roleplay for a very long time, I'm newish to the Willards iteration of the gamemode, and haven't noticed uncollared vortigaunts in the past, but... if you want to be uncollared, go about it the right way. Go live in the sewers and add to the below-surface roleplay like you should. There's no reason to have Civil Worker Vorts.

They're simply too strong to be trusted... by the combine.
 
Huh. I didn't know it actually got like this. I've always been open to vorts sucking up to the Combine just for relief, but nothing like this where a vortigaunt can actually have a word. Back when I was vort lead, the entire point of being a goodie two shoes vort for the Combine was to essentially become the equivelent of a house slave. The vort is still enslaved, still far beneath, but they are spared the cruelty that their brethren are put through and get to be in the good graces and influence of potentially powerful people, which is why loyal vorts could be assigned to Tier 6 loyalists or CCA as personal assistants essentially.

But overall, I agree with this complaint. It's completely weird that the vortigaunts, who have a canonical history of fighting the Combine (as well as having an all out war with them in our lore) are somehow being allowed any form of real power in a government that would hate their guts.

Also to add, if this is a case where local politics of the city are being used to give vorts leeway, I feel this would be a big enough issue that Dispatch or some other security entity would begin alerting sector authority and pee pees would be getting smacked over it. I don't think the Combine want vortigaunts anywhere remotely close to positions of power, or potentially being armed.
 
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Let me put this very clear,

I'm not approving (if not outright vetoing) any changes that will remove the loyalist aspects of this faction as its a OOC-related problem (amount of slots this faction can have as I have explained in the past and why the Cohesion system exists in the first place) but there will be changes in regards to the Privileged Rank and Collars (no enslaved vorts will lack collars from now on).
 
To my knowledge, DeNuke's comment had addressed the main issue presented in this complaint. For that reason, I will be closing this complaint.
 
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